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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Discussing similar game and how can be applicable to 0 A.D. is perfectly on topic.
  2. I domn't feel the "tactical" without thing like formations, charging, and all that.
  3. hmm, cant reproduce... maybe fixed by autobuild.. EDIT: Nope, I can reproduce.
  4. This shot taken 5 days ago. (ignoring ugly select ring for now)
  5. I wish we could give animals some ambient sounds (growls for tigers, cries for peacocks). Game also need ambient sound emmitters very badly, for waves, trees rustling, sand storms, etc.
  6. AOEO had a few good ideas like quests (instead of traditional caMPaigns) and persistent home city and customizable tech trees. Failed with: dumb fantasy units, childish art design (artists, very talented; art director, very idiotic), lame "items" like fish-weapons (WTF?! Soliders bashing each other with big fish, dumb dumb dumb), teeny tiny maps, and multiplayer unavailable without buying a "peer-to-peer" pack. Also failed by not pushing the combat forward.
  7. I agree that the CCs and Fortresses should be special, not spammable. More expensive, take longer to build, stronger. Also, defenses should be for defense and units for offense. That not to say that novel stratgies should be impossibru, but as game designer you should /design/ things to be within an overall plan or vision. So coming up with way to force defense towers to be used defensively is perfectly fine and then you can maybe design some edge cases into the game leaving open door for novel, but very risky, usage, but that come later.For now, have an idea of how things should be used and design them to do that thing. Fortress should be the forward base structure. Max 3 or 5. Buildable in neutral territory, cast no territory effect. With minimal number you must place them strategically. Design ways to make walls more useful (and easier to build, not just cheaper and quicker, that's lazy design; unit should automaticaly spread out when section of wall foundations placed, building the towers first, then filling in the wall segments; design a button in wall foundation UI to summon all nearby citiens to build it; give that same button to the Wonder). Make civic center territory radius smaller; give the game some no-man's land again.Implement farmlands and let players build farms and storehouses outside terrirory. Now you have strongly defended cities and weak countryside you must fight over--instead of sprawl like now. Traders must now travel through danger no-man's land between markets defended by cities. Move those mines away from the CC already... this isn't Starcraft. Then you have tower spam/push again? Right up against enemy territory? At least with Fortress in neuttral terrotry you can limit them to 3-5 and make them longer to build, so if they are used for push then there is time to spot the foundation. Just idea anyway (see Delenda Est). Instead, wooden defense towers should be Village Phase version of stone tower. Use upgrade and actor swap to make it stone tower (see Delenda Est). This game needs more of that kind thing. Enjoy the choice.
  8. Normal map/parallax map rendering really needs fixed. Can't make good screenshots when so ugly/bug. Good job on texture micket.
  9. That looks good Micket. Will help make the rooftiles look better. Notice that the Greek rooftile is same texture, just browner color. Save some time.
  10. Great reference, could be Imperial Romans temple. I enjoy the travertine walls.
  11. Implemented Iberian, Celtic, and Indian melee soldiers +20% attack within a grove of trees. This includes mercenaries from these cultures hired by other civs (example: Galatian Swordsman for Ptolemies).
  12. Here's trick. Find the variation you want. Select then ctrl-c. Hold down ctrl-v and start clicking. Must hold down ctrl-v. This should be good enough until real variation feature add to Atlas.
  13. EDIT: Tested and confirm what sanderd say. The new tower show different minrange (none) than the already exist tower. Hmm, does this happen with maxrange too? I try a range tech. EDIT2: happen with maxrange too. Is this intend behavior? The stat in tooltip show the range has increased, but the range ring did not update.
  14. Changed it to 1, still did not change when looking at range overlay. k, 1minute
  15. Tech is like this: { "pair": "pair_defensive_01", "genericName": "Murder Holes", "description": "Murder Holes allow defenders to fire or drop projectiles upon enemy units huddled along the base of the defenders' wall.", "cost": {"food": 0, "wood": 200, "stone": 100, "metal": 0}, "requirements": {"tech": "phase_city"}, "requirementsTooltip": "Unlocked in City Phase.", "icon": "murder_holes.png", "researchTime": 40, "tooltip": "Towers and Fortresses no longer have a minimum attack range.", "modifications": [ {"value": "Attack/Ranged/MinRange", "replace": 0} ], "affects": ["Tower", "Fortress"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml"}But I can see when I turn on Range overlay in the game that this tech does not affect the minrange at all. Is the MinRange modification bug?
  16. Okay, so I made Athenian Marines and Cretan Mercenary Archers trainable from Athenian Shipyards after research of Iphicratean Reforms (instead of trainable from Trireme). Might change Iphicratean Reforms to an armor and speed tech, make the Marine and Cretans unlock with City Phase instead. it all works: the Marines and Cretans pop out of the shipyard out the back like I hope instead of in the water like I feared. Macedonians can train war elephant in Imperial Phase. In pipeline: Finish adding visible prop point for rest of Fortress. Fortress with visible points now: Punics (Carthaginians), Indians (Mauryans), Iberians. This is time consuming to do, but reward is nice.Finish adding visible prop point for all Wall Gates. There is bug where is units garrisoned on a Wall Gate will keep the gate open, but that not my concern. Visible prop garrisoning has many bug that need worked out with code.Experiment with tree groves giving bonus for some civs (thinking Celts, Iberians, and Mauryans). This is the reason I invent the groves at beginning. I have feeling having every single tree give an aura bonus for barbarian civs would be laggy. Instead, groves are many trees in one object, so one aura for many trees instead of many auras for many trees.Experiment with rams and ships having speed bonus for units garrisoned inside.
  17. Tweaking models is good practice and gets Micket involved, so that is definitely worthwhile. More Micket the better for the art.
  18. Yes, this could work for terrain texture too, like lava. Howver, overall I think the bloom post-proc effect in the game right now is not very good. Can't put my finger on it, but it does not look like the kind of bloom I see in other games. It probably need redone.
  19. Hi. I think there is opportunity to make experience and rank more intersteing. I think experience can be another resource, call it Glory. Accrue Glory by doing tasks You see it accrue in the panel at the top next to your metal: Fighting - units gather Glory by fighting. Heroes can gather more Glory by fighting than normal units. Fighting is the way to gather the most Glory.Researching Techs - get X amount og Glory for every technoloy researched. Get a bunch of Glory for every time player phases up.Finding Treasures - some treasures can give Glory instead of other resource.Reaching Population Limit - hitting the match's set population limit for the first time can give the player some Glory.Building a Wonder - bring Glory to your empire!You can spend it on: special techs, upgrades, unlocks, buildings (Triumphal Arch for Imperial Romans would be cool), special units (maybe Heroes cost Glory to train instead of other resource) and promotion of units. Instead of units promoting individual automatic, you can select a group of them (or by battalion when formation properly implemented) and promote them with the click of button. Or, can have ranking techs that cost nothing but Glory.
  20. If player building go Gaia, "capturing" could be instant or very fast. I have not read all comment, but generally the building capture mechanicx should be as simple as possible and easy to understand what it happening. I think keep that in mind. Unit should play capture animation so all playeer can instantly see what is going on. Maybe player color parts can flash between the owner and capturing player colors. Also, I think only one player should be able to capture a building at 1 time. And yeah, capture mechanic very separate issue from conversion mechanic. I don't think units should stand next to a female or sheep and do the capture dance that they would do around a building. Unit conversion should be just like AOK's sheeps, instantley for doemestic animal, but maybe take some time for female (and she run away as if she being attack).
  21. Enrique is right, it is the building's 2D <obstruction> that block the vision, not its footprint height or anything 3D. Could have flag in entity template to block vision so designer can determine which buildings best for blocking. Would add more lag to make the center of vision circle 10 meters in front of unit? Save some optimization but mimic human awareness slightly better?
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